u/track-impulse

Track Impulse update: Custom zone corner mixing has been added

Track Impulse update: Custom zone corner mixing has been added

https://preview.redd.it/deazcxh5h81h1.png?width=1652&format=png&auto=webp&s=d6a24324204f1b117a2e48a719158780091194f9

Been working on the zone setup for Track Impulse (free bass shaker/tactile haptics app). You can now set up custom zones with per-corner mix dials, so can control exactly how much of each corner's signal gets sent to each custom zone.

https://preview.redd.it/m5xx0kqsg81h1.png?width=1102&format=png&auto=webp&s=6ba569a018d02e1360a0031b08dbeb9e218e3f74

For example, a 6 shaker setup with 4 corner zones and then 2 more zones under the seat getting front and rear or left and right telemetry effects.

Up to 8 zones across multiple audio devices / sound cards.

https://preview.redd.it/8z6yjx51h81h1.png?width=720&format=png&auto=webp&s=9a8ef0f5b371490068401a02cdc01658eb06ee1f

Completely free during beta. Download and info at https://track-impulse.com

reddit.com
u/track-impulse — 7 days ago

Track Impulse v0.6.210: iRacing kerb effect gets its own card and device wizard fixes

Quick update for anyone running Track Impulse with iRacing.

The kerb effect now has its own dedicated card with independent volume and routing controls. Previously it was folded into the Fast Suspension card, which meant you couldn't control kerb feel separately from the other suspension. If you wanted more kerb and less suspension, or vice versa, you were stuck adjusting one slider that affected both.

Kerb effect doesn't have frequency control as it's mapped directly to the Rumble Pitch iRacing sends out for its kerb effect telemetry which means it's a one to one mapping of the output frequency coming from iRacing. As it's an axillary effect on top of the other two for suspension I decided to leave it as is for now.

Why was it combined in the first place? iRacing is the only sim that provides a native rumble pitch signal for kerbs, so it always had its own detection path internally, but I didn't have time to add a separate GUI card for it when I added the dual-band suspension system in last week. It was an interim solution that stuck around longer than it should have.

Other stuff in this update: A device wizard rework with a bunch of audio device fixes for Realtek multi-endpoint setups and other devices that we not getting detected that were causing issues for people running multiple bass shakers or multiple devices.

Also added a feature to the zone setup which allows custom zones to map car corner effects how you see fit, for example you might have two additional shakers for front and back under your seat and you want to map the front or rear of the car to them in addition to your 4 corner shakers, now you can in this new release.

u/track-impulse — 8 days ago

Filmed my bass shaker at 240fps and the latency difference between haptic software is wild

I've been working on a haptic engine for sim racing called Track Impulse and wanted to see what the latency actually looks like in slow motion. So I stuck my phone on 240fps with my screen and bass shaker both in frame.

The video shows two back-to-back gear change tests, slowed to 0.1x with a frame counter burned in.

First clip: gear changes on screen, shaker moves 2 frames later, roughly 8ms delay.

Second clip: gear changes on screen, then it takes 33 frames for it to fire so about 137ms before it moves.

I knew there was a difference because it's night and day in the seat feeling it, but seeing it frame by frame is pretty eye opening honestly.

In these videos I'm using the same sound card for both tests on the same PC.

For context, I profiled the internal pipeline and the haptic processing from telemetry read to audio buffer write takes about 40 microseconds. The rest of the latency is just the audio buffer, which at typical ASIO settings is around 1ms. The 8ms you see in the video is basically TI waiting on iRacing to submit the telemetry.

Track Impulse is free during beta, supports iRacing, ACC, AC, AC Evo, AC Rally and LMU if anyone wants to try it.

u/track-impulse — 10 days ago

Track Impulse v0.6.201: new dual-band suspension with auto-calibration, spatial engine rumble, advanced waveform/priority options, and more

For those who haven't seen it before: Track Impulse is in free beta and is a standalone haptic engine for bass shakers. It reads iRacing's telemetry at 360Hz and outputs directly via ASIO or WDM-KS, bypassing the Windows audio stack. End-to-end latency is 5-19ms depending on your audio interface, compared to 100ms+ from standard haptic software. You feel what the car is doing as it happens, not a tenth of a second later.

We just released v0.6.201, and this one has a lot in it.

Dual Band Suspension now on iRacing

New dual-band suspension system

The old suspension was a single band reading shock velocity. It worked well, but everything from a small road seam to a big compression event came through the same channel with the same character. It felt flat.

The new system splits suspension into two separate effects that layer on top of each other:

Fast / Shock Suspension picks up fast events: road seams, expansion joints, small bumps, surface texture changes. It uses a steep response curve that suppresses noise but reacts hard to genuine impacts and renders the bass shaker signal across a range of frequency.

Slow / Spring Suspension picks up big chassis events: body roll through corners, weight transfer under braking, dive, heave, compression over crests which also renders the bass shaker signal across a range of frequency

Kerb detection: has also been improved with various tweaks to make it more accurate. The effect now switches on and off cleanly when you ride a kerb, with no residual vibration lingering after you leave it.

Auto-calibrating suspension thresholds:

The defaults are well tuned out of the box, but every car and track combination has a different velocity profile. Track Impulse now auto-calibrates as you drive. It collects data samples during your session, computes percentile-based thresholds at lap completion, and adjusts the dead zones and ceiling to match what the car is actually doing on that track.

Calibrated values are stored per car and track in INI files, so the system doesn't have to recalibrate every time you come back to the same combination. It just loads and goes.

Spatial engine rumble:

Engine vibration is no longer a flat identical signal to all four corners. It now oscillates spatially across your shakers, driven by torque reaction roll (left/right movement) and throttle position (front/rear bias) as well as an idle effect. If you have shakers on all four corners, the engine vibration physically moves around the chassis as you apply and release throttle. It adds a sense of mechanical presence that a static signal can't match.

Advanced effect options:

https://preview.redd.it/e82ylvr7pxzg1.png?width=402&format=png&auto=webp&s=5959e8c934e1a1b1f32c0ca0041306cfc015cdbe

Each effect now has an advanced settings panel with:

Waveform selection: choose between sine, square, sawtooth, or noise per effect. Square and sawtooth give sharper attack for impacts. Noise adds broadband texture for road feel if for instance you have a dedicated road texture shaker.

Priority and ducking: set which effects take precedence when multiple fire at once. Higher priority effects duck lower ones so nothing gets lost in a wall of vibration.

Auto-updates:

Track Impulse now checks for updates on startup and notifies you when a new version is available. Updates are downloaded and verified with signatures. You can also check manually from Settings.

WASAPI Exclusive mode:

Added as a third audio driver option alongside ASIO and WDM-KS. If your sound card has unreliable WDM-KS drivers, WASAPI Exclusive gives you low-latency output with pro-audio thread priority. The device wizard now shows which driver types each device supports and recommends the fastest option.

Smarter device detection:

The device list now filters out HDMI outputs, Bluetooth headsets, SPDIF, and headphones automatically. Disconnected or disabled devices no longer show up. API badges (ASIO / WDM-KS / WASAPI) appear next to each device so you know what you're working with.

Other improvements:

https://preview.redd.it/qxakcm4fpxzg1.png?width=1022&format=png&auto=webp&s=a11ed0abc95148fbb8b3930017595e11b04a6eb1

New Setup Guide in the toolbar walks you through device config, zone mapping, and channel routing step by step. Comprehensive online User Guide covering installation through troubleshooting. Adding a new output zone now defaults its routing to 100% instead of silent, and a LOT of other little fixes and improvements.

https://track-impulse.com Happy to answer any questions about setup or tuning.

reddit.com
u/track-impulse — 14 days ago

Hey everyone,

Quick update for anyone running bass shakers with Track Impulse – we've pushed a fix for the ABS haptic effect in Le Mans Ultimate.

The previous version had issues with the detection threshold not behaving correctly, which could cause the effect to either fire too aggressively or barely trigger at all. There was also a bug in the effect which is fixed.

All sorted now. ABS pulses should feel clean and consistent across car classes.

If you haven't tried Track Impulse yet, it's a low-latency haptic engine for bass shakers – currently in free beta. Supports iRacing, ACC, AC, AC Evo, AC Rally, and LMU

Happy to answer any questions.

reddit.com
u/track-impulse — 19 days ago

Hey everyone, Dennis here. I'm the sole dev of Track Impulse, a bass shaker & haptics engine I've been building from scratch.

For anyone who hasn't seen it before: the short version is that standard haptic software routes audio through the Windows audio stack, adding 100ms+ of latency. At 200 km/h that's 5.5 metres past the kerb before you feel anything. Track Impulse writes directly to your sound card via ASIO or WDM-KS bypassing buffers other software uses, hitting 2-9ms with ASIO or 5-19ms end to end latency with iRacing on any standard sound card.

Just shipped a big update and wanted to share what's new.

Rebuilt from scratch

The entire interface has been redesigned with a new Direct2D renderer. You can pick from 6 accent colours (TI Rosso, Estoril Blue, British Racing Green, Ruf Yellow, Championship White) and 3 density sizes depending on your screen setup.

5 sims supported

iRacing, ACC, AC, Le Mans Ultimate, and Assetto Corsa Evo are all working with all 7 effects: road vibration, suspension impact, kerb rumble, engine, ABS, gear change, and wheel slip. Each sim has its own tuned defaults and per-sim profiles.

iRacing-specific tuning

Track Impulse runs a dedicated telemetry reader and haptic engine for each sim, so every effect can be tuned specifically for how that sim delivers its data. For iRacing, kerbs feel different depending on the surface you're hitting. Suspension picks up bumps and impacts without buzzing on smooth tarmac. Wheel slip lets you feel when the car starts sliding, whether it's understeer pushing wide or the rear stepping out, and there's a simple sensitivity slider if you want to dial it in per car. All effects respond in real time with no perceptible delay.

Free during beta: https://track-impulse.com

Happy to answer questions or take feedback. You can also reach me at support@track-impulse.com

u/track-impulse — 23 days ago

Hey everyone, Dennis here from Track Impulse. TI is a free haptic engine for bass shakers that reads sim telemetry directly and outputs via ASIO, so you feel kerbs, bumps, ABS and engine rumble within a few milliseconds of it happening in the sim instead of the 100ms+ delay you get from standard haptic software.

Just shipped v0.6.004 with a bunch of LMU-specific fixes that I wanted to bring up for this community.

LMU fixes in this update:

ABS completely reworked. ABS output was way too weak before, coming through at a fraction of what the slider was set to. That's fixed. On top of that, different car classes now feel different.

Engine rumble frequency fixed. The frequency sweep from idle to redline wasn't tracking correctly. Now it responds properly across the full RPM range.

Calibration improved. Hard braking could throw off the baseline calibration, causing effects to feel off afterwards. That's sorted.

Vehicle name detection. TI now reads which car you're driving. This is groundwork for per-car tuning down the road.

General improvements (all sims):

  • Per-effect-per-zone volume control in Channel Routing. Instead of just on/off checkboxes you now get fine sliders so you can dial in exactly how much of each effect goes to each shaker zone
  • Global hotkey (Alt+Shift+T, configurable) to show/hide TI from any app
  • VR auto-minimize: detects SteamVR and minimises TI after 10 seconds
  • Return to Sim button for quick minimise
  • Profile stepper arrows to cycle through saved profiles without opening dialogs
  • Refreshed UI with cleaner card design (step 1 of 3, more changes coming soon )

Track Impulse is free during beta. Works with any ASIO-compatible or standard audio interface.

Download and full changelog at https://track-impulse.com

Happy to answer any questions.

u/track-impulse — 26 days ago